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Asked By | maxiproduksiyon |
When I load the game with loading bar, 17 chapters are loaded instead of loading the first one. I am switching the scene in Portal2d. Do you have an idea for each partition to be loaded separately?
I am installing the 1. level with the code below:
BackgroundLoad.load_scene(“res://src/Levels/Level01.tscn”)
Portal2d.gd code :
var lastscene= PlayerData.lastlevel + 1
func _on_body_entered(_body: PhysicsBody2D):
get_tree().change_scene(“res://src/Levels/Level0”+ str(lastscene) +“.tscn”)
I just want one level to be loaded. then load next level with portal2d.
BackgroundLoad bar code:
extends Node2D
const SIMULATED_DELAY_SEC = 0.1
var thread = null
onready var progress = $CanvasLayer/Progress
func _ready() -> void:
get_tree().paused = false
if admanager.reklamkaldir == false:
admanager.showBanner()
get_node("main-arka2").visible = false
get_node("CanvasLayer/loading").visible = false
get_node("CanvasLayer/oyunlogo").visible = false
progress.hide()
get_node("CanvasLayer/AnimatedSprite").visible = false
func _thread_load(path):
var ril = ResourceLoader.load_interactive(path)
assert(ril)
var total = ril.get_stage_count()
# Call deferred to configure max load steps.
progress.call_deferred("set_max", total)
var res = null
while true: #iterate until we have a resource
get_tree().paused = true
if admanager.reklamkaldir == false:
admanager.showBanner()
# Update progress bar, use call deferred, which routes to main thread.
progress.call_deferred("set_value", ril.get_stage())
# Simulate a delay.
OS.delay_msec(int(SIMULATED_DELAY_SEC * 1000.0))
# Poll (does a load step).
var err = ril.poll()
# If OK, then load another one. If EOF, it' s done. Otherwise there was an error.
if err == ERR_FILE_EOF:
# Loading done, fetch resource.
res = ril.get_resource()
break
elif err != OK:
# Not OK, there was an error.
print("There was an error loading")
break
# Send whathever we did (or did not) get.
call_deferred("_thread_done", res)
func _thread_done(resource):
assert(resource)
# Always wait for threads to finish, this is required on Windows.
thread.wait_to_finish()
# Hide the progress bar.
get_node("main-arka2").visible = false
progress.hide()
get_node("CanvasLayer/AnimatedSprite").visible = false
get_node("CanvasLayer/loading").visible = false
get_node("CanvasLayer/oyunlogo").visible = false
#get_node("loading").visible = false
# Instantiate new scene.
var new_scene = resource.instance()
# Free current scene.
get_tree().current_scene.free()
get_tree().current_scene = null
# Add new one to root.
get_tree().root.add_child(new_scene)
# Set as current scene.
get_tree().current_scene = new_scene
progress.visible = false
get_node("main-arka2").visible = false
get_node("CanvasLayer/AnimatedSprite").visible = false
get_node("CanvasLayer/loading").visible = false
get_node("CanvasLayer/oyunlogo").visible = false
if admanager.reklamkaldir == false:
admanager.hideBanner()
func load_scene(path):
thread = Thread.new()
thread.start( self, "_thread_load", path)
#raise() # Show on top.
progress.visible = true
get_node("main-arka2").visible = true
get_node("CanvasLayer/loading").visible = true
get_node("CanvasLayer/oyunlogo").visible = true
#get_node("AnimatedSprite").play("load")
#get_node("AnimationPlayer").play("load")
get_node("CanvasLayer/AnimatedSprite").visible = true
#get_node("loading").visible = true